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  [solved]using glbuffersubdata  (Read 1110 times)
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Offline lcass
« Posted 2014-12-02 20:39:46 »

so currently I attempt to modify my VBO data however it doesnt get modified , ive attempted allocating a full size buffer before I use subdata and it still doesnt work , setup for the VBO is the same and the code for the modification is
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public void edit_data(Progressive_buffer[] b){
     
      if(b[0].get_data() == null|| b[1].get_data() == null){
         return;
      }
      vertex.clear();
      texture.clear();
      vertex = BufferUtils.createFloatBuffer(b[0].get_data().capacity());
      texture = BufferUtils.createFloatBuffer(b[1].get_data().capacity());
      b[0].get_data().rewind();
      b[1].get_data().rewind();
      vertex = b[0].get_data();
      texture = b[1].get_data();
      vertcount = b[0].get_data().capacity();
      vertex.rewind();
      texture.rewind();
      GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertid);
      GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, vertex);
      GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, texcoordid);
      GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, texture);//doesnt reassing meaning its more efficient, only for removing objects
   }
Offline lcass
« Reply #1 - Posted 2014-12-02 23:28:17 »

its ok I fixed it now , I had forgotten to include a line that creates the set size.
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